Action figure game

ABSTRACT

A method and an apparatus by which rules and record keeping in games employing figures as game pieces are incorporated onto the figures themselves. Counters or wheels keep track of a character&#39;s characteristics and how they change as a game progresses. Accessories can be added to the figures that change the characteristics of a character. The accessories also identify how the characteristics of a character are modified by adding the accessory.

FIELD OF THE INVENTION

[0001] The invention relates to games involving the use ofrepresentational figures to represent characters in the games.

BACKGROUND OF THE INVENTION

[0002] A degree of realism can be added to interactive games, especiallywar and fantasy games, through the use of figures to representcharacters in the games. Each participant in the game manipulatescharacters, each represented by a figure and each being endowed withcertain characteristics, e.g., strength abilities and defense abilities,that enter into the resolution of a given event, such as a battle orother interface between characters. As the complexity of each characterand each scenario grows, and as the number of characters increases, thecomplexity of the game increases.

[0003] The more complicated prior art games require voluminous rules ofplay manuals. These manuals include massive amounts of rules andstatistics for all of the figures in the game. The number of includedstatistics makes it difficult for a player to find a specific figure'sstatistics. In addition, a player is limited to figures included intheir specific manual. Further, the rules often entail detailed recordkeeping by the players, which are often recorded on miscellaneous slipsof paper that can become misplaced or disorganized.

[0004] Additional record keeping is required to identify accessoriescarried by the character during the game. The accessories can typicallyinclude items such as weapons, armor, shields, or magical items. In mostgames, possession of an accessory modifies the character'scharacteristics by increasing the character's attack strength, defensestrength, or healing capabilities. The accessories are not physicallyrepresented and, therefore, the accessories and the modification to thecharacteristics must be recorded by the player, typically on the samepaper as the other record keeping. In most games, the accessories willchange throughout the game as upgraded accessories become available. Inthis regard, record keeping involves erasures or scratch-outs to keepone's record sheet updated with the character's current accessories.

SUMMARY OF THE INVENTION

[0005] The solution to these problems is to take both the statisticspertaining to a specific character and the recording of game effectsupon that character and incorporate them within each figure.Accordingly, some embodiments of the invention described herein providea method and an apparatus by which record keeping is incorporated ontothe game piece base of the figures themselves with a self-containedrecord-keeping device. This device includes counter-wheels havingnumbers, colors, or other indicia that reflect the nature and values ofa character's characteristics and how they change as a game progresses.

[0006] Further, some embodiments include accessories that can be addedto the figures. The accessories change the characteristics of thatcharacter and identify how the characteristics of the character aremodified.

[0007] Other features and advantages of the invention will becomeapparent to those skilled in the art upon review of the followingdetailed description, claims, and drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0008]FIG. 1 is an exploded view of the game piece according to thedescribed invention.

[0009]FIG. 2 is an enlarged top view of the base of the game piece ofFIG. 1.

[0010]FIG. 3 is a perspective view of an accessory for use with the gamepiece illustrated in FIG. 1.

[0011]FIG. 4 is a perspective view of an alternate accessory for usewith the game piece illustrated in FIG. 1.

[0012]FIG. 5 is a schematic view of dice used with the game pieceillustrated in FIG. 1.

[0013] Before one embodiment of the invention is explained in detail, itis to be understood that the invention is not limited in its applicationto the details of construction and the arrangements of the componentsset forth in the following description or illustrated in the drawings.The invention is capable of other embodiments and of being practiced orbeing carried out in various ways. Also, it is understood that thephraseology and terminology used herein is for the purpose ofdescription and should not be regarded as limiting. The use of“including” and “comprising” and variations thereof herein is meant toencompass the items listed thereafter and equivalents thereof as well asadditional items.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

[0014] Figures are often used in games, especially war and fantasygames, to represent characters in the games. These characters, forexample, can be a Roman legionnaire, a Civil War Union soldier, amagician, or a mythical beast, depending on the game. Games can beplayed to re-enact historical battles, such as the Spartan defense ofThermopylae against the invading Persian army under King Xerxes, or tocreate a fantastical battle such as one pitting elves and humans againsttrolls and orcs. Each participant in the game commands an army ofcharacters, each represented by a figure. Each character is endowed withcertain strengths and weaknesses, all of which enter into the resolutionof a given battle. To add interest to the battle, other factors such asmagic and terrain can also be included.

[0015]FIG. 1 illustrates a game piece 4 for use in a game according tothe invention described below. For the purposes of this description, theterms action figure and game piece will be used interchangeably. Thegame piece 4 includes a base 8 and a FIG. 12. It is to be understoodthat a generic game piece base could be designed to be connectable withother action figures, such as a G.I. JOE figure.

[0016] Each game piece base 8 includes a self-contained record-keepingdevice 16 similar to that described in pending U.S. patent applicationSer. No. 09/958,201, filed Oct. 5, 2001, the entire contents of which isincorporated by reference herein. The base 8 also includes a hollow box20. In the illustrated embodiment, the base 8 is shown as being round.It is to be understood, however, that the base 8 could be any suitablesize or shape to facilitate storage.

[0017] The record-keeping device 16 includes three dials 24 that cankeep track of three different sets of variable information relating tothe game. Each FIG. 12 represents a character in the game and thevariable information relates to characteristics of that character. Onedial 32 correlates with the figure's head, another dial 36 correlateswith the figure's arms and a third dial 40 correlates with the figure'storso. The head dial 32 shows the figure's initiative value. The torsodial 36 shows the figure's movement and defense values. The arm dial 40shows the figure's attack value. It is to be understood that the gamepiece 4 could contain any number of dials that correlate to acorresponding number of parts on the FIG. 12. It is further understoodthat the dials are not limited to showing only one or two values. Thevalues can be numbers, symbols, letters, or any combination thereof.Alternatively, the dials could show three or more values and other gamescan be played where additional numbers are varied within each dial.

[0018] Each time a part of an action FIG. 4 takes a point of damageduring a game, the player clicks the appropriate dial 24 clockwise tothe next set of numbers. Each point of damage taken by an action FIG. 4changes the action figure's game piece base numbers, typically reducingthe action figure's effectiveness. Each time an action FIG. 4 takes aclick of healing during the game, the player clicks the dialcounter-clockwise to the previous set of numbers. When three skulls, orother symbols used to indicate elimination, show up on any of the dials32, 36, 40 on the game piece base 8, the action FIG. 4 has beeneliminated and is removed from the battlefield.

[0019] As illustrated in FIG. 1, the FIG. 12 can also be outfitted withaccessories 44. These accessories 44 can increase the figure's attackand defense characteristics. FIGS. 3 and 4 illustrate two examples ofspecific accessories 44 that can be used with the game piece 4 whichwill be described in more detail below.

[0020] As shown in FIG. 2, each action figure's game piece base 8contains important information. This information includes the actionfigure's: a) name 48, b) base action dice 52, c) close, short and longrange codes 56, d) special ability 60, e) accessory slot limit 64, andf) combat values 68. Each action figure's base 8 also has three statslots 72 to see numbers on the record-keeping devices 16. Each actionFIG. 4 has four combat values: initiative 76, movement 80, defense 84,and attack 88. These four values are shown separately on the three dials24 corresponding to the different parts of the FIG. 12, and can be seenthrough the action figure's stat slots 72. In other embodiments, eachdial 24 could show values relating to initiative, movement, defenseand/or attack together.

[0021]FIG. 3 illustrates an arm shield 92 for use with the action FIG.4. The arm shield 92 is a defense accessory and can make the actionfigure's defense characteristics stronger. The arm shield 92 includes anaccessory slot number 96 that indicates how much of an action figure'saccessory slot limit 64 is used up by carrying that accessory 44. Thearm shield 92 also includes shield symbols 100 that identify when thearm shield 92 will defend against an attack. The shield symbols 100 canbe of different colors and any number of shield symbols can be found ona given defense accessory.

[0022]FIG. 4 illustrates a rifle 104 for use with the action FIG. 4. Therifle 104 is an attack accessory and can make the action figure's attackcharacteristics stronger. The rifle 104 includes a number 108 that actsas an accessory slot number and as a dice indicator. In the illustratedexample, if an action FIG. 4 carries this weapon, three points of itsaccessory slot limit 64 are used up and up to three dice 112 can be usedin an attack using the rifle 104. This will be described in greaterdetail below. The rifle 104 also includes a dice symbol 114 thatindicates which type of dice 112 may be thrown to use the weapon in anattack. The dice symbol 114, like the shield symbols 100, can be ofdifferent colors, the colors indicating what dice may be used in anattack. This also will be described in greater detail below. It shouldbe noted that accessories 44 can also include other items such as atalisman, belt, cape, communication device, animal companion, glasses orthe like. Each of these accessories 44 are capable of modifying thecharacteristics of the character in different ways.

[0023]FIG. 5 illustrates the dice 112 for use with the action FIG. 4 inthe game. Six different shaped dice can be used with the action FIG. 4in a game: four-sided dice 116, six-sided dice 120, eight-sided dice124, ten-sided dice 128, twelve-sided dice 132, and twenty-sided dice136. According to the rules of play of the game, different dice 112 canbe used at different times to the advantage of a player. The dice 112are also of different colors, the colors indicating the different useseach die 112 can have.

[0024] Although the invention described herein may be used for a widevariety of games, a basic version of a game called ACTION FIGURE GAMEwill be used as an example to illustrate the invention. In ACTION FIGUREGAME, a player takes on the role of a powerful warlord, king, baron, orhigh wizard who sends his action FIG. 4 out to do battle with opposingarmies. ACTION FIGURE GAME is a game of tabletop combat usingcollectible action FIG. 4. Each action FIG. 4 has different strengthsand weaknesses, some inherently stronger than others. A player is giventhe opportunity to add accessories 44 to the action FIG. 4 to supplementtheir inherent characteristics.

[0025] Game Items: In addition to a player's ACTION FIGURE GAME actionFIG. 4 and a rules sheet, a player needs the following items to play theACTION FIGURE GAME: a) a flexible ruler (not shown), b) dice 112, and c)attack and defense accessories 44. In another embodiment of the game,the flexible ruler may be a tape measure built-in to the base 8 of thegame piece 4. Optionally, a player may also collect simple terrainitems.

[0026] Accessories: Each action FIG. 4 can be equipped with accessories44 before a game begins. Each accessory 44 shows the number of slots afigure must use from his accessory slot limit 64 to carry it (see FIG.3). An action FIG. 4 may not carry more accessories 44 than allowed byhis accessory slot limit 64. Some action FIG. 4 may have a higher slotlimit 64 than others. In this way, players may equalize action FIG. 4that have stronger inherent abilities with weaker action FIG. 4 byallowing the weaker action FIG. 4 to supplement their inherentcharacteristics with more accessories 44 (i.e. a higher slot limit). Ifan accessory 44 does not fit on an action FIG. 4, then that accessory 44may not be used by that action FIG. 4. For example, if an arm shield 92is too small to fit on the arm of an action FIG. 4, that action FIG. 4may not pick up that arm shield 92.

[0027] Each attack accessory 44 identifies an accessory slot cost 96 anda dice code 114. Each attack accessory 44 is designated one of the rangecodes 56 provided on the base 8. Each movement accessory 44 has anaccessory slot cost 96 and dice code 114. Defense accessories 44 have anaccessory slot cost 96, a shield code 100 (described in the StandardGame rules) and, sometimes, a dice code 114.

[0028] Beginning the Basic Game: ACTION FIGURE GAME can be played on aflat tabletop. The players designate an area to play that is at leastfive feet long on each side. A game can be played with any number ofpeople, and each player should bring two action FIG. 4 to the game,along with enough accessories 44 to completely equip them. Each playerplaces up to two terrain items in a pile off to the side of thebattlefield. The purpose of the terrain will be described in greaterdetail below. Next, each player rolls two six-sided dice 120 where thehighest roll determines the first player. The first player then placeshis two action FIG. 4 in base contact with his edge of the playingsurface. Every other player, in clockwise order, then does the same. Thefirst player, followed by the other players in clockwise order, thenplaces a Magestone treasure on the playing surface, at least twenty-fourinches from each action FIG. 4. Magestone treasures are additionalaccessories 44 that a player may pick up during a game and allow playersto increase the power of their action FIG. 4. Finally, the first playerplaces one final Magestone treasure, just like the others. The playersthen fill the dice pool for each of their figures.

[0029] Dice Pool: ACTION FIGURE GAME is a dice chucking game. In orderto execute an action, the players must roll dice 112. Typically, playerswant the highest numbers possible in any given roll. Every FIG. 12 in abattle has its own dice pool and dice 112 from one figure's pool cannotbe transferred to another figure's pool. Each action FIG. 4 comes withthree base action dice 52, which are labeled on the base 8 of the gamepiece 4. The accessories 44 for use with the action FIG. 4 also comewith dice 112. A player's dice pool consists of that figure's baseaction dice 52, plus any dice 112 provided by the accessories 44currently on a FIG. 12. Up to six dice 112 from the dice pool are placedon the figure's base 8 at the beginning of each turn. The remaining dice112 are set aside and may be used on any subsequent turn. The selectionof dice 112 for a given turn, like the selection of accessories 44 andFIG. 12, are strategies for the game. As dice 112 are rolled during theturn, they are removed from the figure's base 8 and returned to thefigure's dice pool. If an accessory 44 is lost during a turn, its dice112 are not added to the dice pool for the next turn. Similarly, if anaccessory 44 is picked up during play, its dice 112 are added to afigure's dice pool for the next turn.

[0030] The dice 112 are coded by color and shape and are used forseveral game mechanics. Any dice 112 on the base 8 can be used forinitiative, defense or to acquire an accessory 44. Any white dice 112 onthe base 8 can be used for movement. Any colored (non-white) dice 112 onthe base 8 can be used to attack.

[0031] Turns and Actions: In ACTION FIGURE GAME, players alternatemoving their action FIG. 4 and attacking opposing action FIG. 4 to winthe battle. At the beginning of each turn, each player moves up to sixdice 112 from each game piece's dice pool to its base 8. Players thendetermine the order that each action FIG. 4 will take its actions.Starting with the first player, initiative dice are selected for eachaction FIG. 4. Each player openly assigns initiative dice for eachaction FIG. 4 in order, remembering that once a die is rolled, it isremoved from the figure's base 8 and returned to the dice pool. Afterall initiative dice are assigned for each action FIG. 4, the dice 112are rolled and added to that figure's initiative value 76. The total isthe figure's initiative number for the turn. Initiative number ties areresolved by re-rolling the same initiative dice 112.

[0032] Starting with the action FIG. 4 with the highest initiativenumber, each action FIG. 4 takes its actions. An action FIG. 4 may moveonce and attack once or twice, as the owning player wishes. An actionFIG. 4 may move and/or perform its attacks in any order. An action FIG.4 may not perform any actions if there are no dice 112 on its base 8.The controlling player may declare that his figure's actions are ended,even if dice 112 remain on its base 8.

[0033] When each action FIG. 4 has had the opportunity to take itsactions for the turn, the turn is over. Move all dice 112 off of thebases 8 and return them to their dice pools. The next game turn beginswith the first player status moving to the next player in clockwiseorder around the playing surface, again, the first player being thefirst to select initiative dice. The turn sequence is repeated until thegame ends.

[0034] Special Abilities: Each action FIG. 4 has a special ability 60.The special ability 60 for a given action FIG. 4 is described on thebase 8 of that action FIG. 4. Examples of some special abilities 60include: a) the figure's initiative dice rolls are doubled; and b) anyaction FIG. 4 friendly to the owning action FIG. 4 may use the owningfigure's defense number while in base contact with the owning figure.Players should consider these special abilities when strategizing fortheir turns and when strategizing their character selection at the startof the game.

[0035] Movement: An action FIG. 4 may move once each turn. When anaction FIG. 4 is about to move, the controlling player selects some orall of the white dice 112 on the figure's base 8 and rolls them. Thetotal is the number of inches that action FIG. 4 may move. At least onewhite dice 112 must be rolled in order for an action FIG. 4 to move. Anaction FIG. 4 may not move farther than the maximum movement distanceallowed on the figure's flexible ruler. A movement accessory 44 mayallow a player to roll a die 112 having increased sides, therebyoffering the opportunity for a further movement.

[0036] Attack: An action FIG. 4 can make up to two attacks each turn.Attacks occur at different ranges. Each figure base 8 is printed withrange codes 56: C=close (melee) attack; S=short range attack; and L=longrange attack. A target can be attacked as long as the range 56 of thetarget is indicated on the figure's base 8. Short range and long rangebands are printed on each figure's flexible ruler. Close attacks can bemade against any target in base contact with the action FIG. 4. Shortrange and long range attacks may only be made against targets within thefront arc (90°) of the action FIG. 4, and the target is within theappropriate range band.

[0037] When an action FIG. 4 makes an attack, the controlling playerselects any number of colored (non-white) dice 112 on the figure's base8 to be rolled for the attack. If the target has any dice 112 on itsbase 8, the defending player may select any of them as his defensiveparry. The attacking dice 112 are then rolled and added to the attackingfigure's attack value 88. The defender rolls any defense dice 112 andadds them to the target's defense value 84. If the attacker's total isgreater than or equal to the target's total, the attack succeeds and thetarget is hit by the attack. An attack can only be made if the attackingaction FIG. 4 rolls at least one colored die 112. In the Basic Game,special targeting symbols found on some dice 112 are ignored and shouldbe treated as a one if rolled.

[0038] An attack that succeeds does one click of damage to the targetfor each colored die 112 rolled. The defender selects where to apply thedamage (to the head, arms or torso of the target action FIG. 4). Damageclicks cause the appropriate dial 24 to be clicked clockwise on thetarget's base 8. An action FIG. 4 is eliminated when a total of threeskulls show up on any of its dials 24.

[0039] There are also three special damage effects that appear in thefigure dials: stun; rout; and weak. If the stun effect appears, at thebeginning of a turn, remove the figure's base action dice 52 from itsdice pool. If rout appears, the action FIG. 4 may not move into basecontact with an enemy action FIG. 4. If weak appears, the action FIG. 4drops all accessories 44 held in its hands or on its arms. Theseaccessories 44 are placed by the owning player in contact with thedropping figure's base 8.

[0040] An action FIG. 4 may also fumble an attack. Once the dice 112 arerolled, look at the numbers. If any doubles are rolled, the attack isfumbled and there is no effect.

[0041] Measuring Distances: When measuring distances for movement andattacks, always measure from and to the edge of a figure's base 8. Whenmeasuring movement, the ruler must show the exact path of movement. Thepath may not pass over another figure's base 8. When measuring a shortor long ranged attack, the ruler must show the exact line of fire. Thisline of fire must be along an imaginary line that passes through thecenter of the attacker's and target's bases 8.

[0042] Potions: Each action FIG. 4 may carry up to three potions.Potions are special accessories 44 that are used once, and thendiscarded. Although referred to as accessories 44, potions do on occupyany slots on the figure and therefore do not subtract from the slotlimit 64. A potion can be used by an action FIG. 4 at any time, unlessit has just been eliminated. The potion's effect is resolved immediatelywhen it is used. For example, a healing potion may allow the player toclick one dial 24 on the base 8 of one action FIG. 4 one clickcounter-clockwise, typically causing that figure to become strongeragain.

[0043] Dropping and Acquiring Items: An action FIG. 4 may drop anaccessory 44 at any time. When an action FIG. 4 is eliminated, it isremoved from the playing surface, but all of its accessories 44 andMagestone treasures are left there in a pile. An action FIG. 4 may pickup one item on the playing surface it is in base contact with instead oftaking its movement action. To pick up an item, roll any dice 112 on thefigure's base 8. If the result is at least ten, the item is picked upand can be equipped by the action FIG. 4 as long as it does not exceedthe accessory slot limit 64.

[0044] Ending the Game: The game lasts for one hour or until one playerpossess all the Magestone treasures. At the end of one hour, the playerwith the most Magestone treasures is the winner. If two or more playershave the same number of Magestone treasures, use the followingtiebreakers, in order, to determine a winner: 1) greatest number ofaction FIG. 4 still in play; 2) greatest number of equipped accessories44; or 3) greatest number of dice 112 in all owned dice pools.

[0045] The Standard Game: The Standard Game is a more involved versionof the Basic Game. All of the Basic Game rules are used in the StandardGame, except where altered below.

[0046] Colored Dice Effects: All colored dice 112 (except for yellowdice) have a special targeting symbol printed on them. If that symbol isrolled, it does not add a number value to the roll. It can, however, adda special damage effect to the attack. If a target is hit and a targetsymbol is showing, the additional damage effects are: 1) the red dietarget symbol causes the elimination of one accessory 44 on the target(attacker's choice); 2) the blue die target symbol allows the attackerto remove any three dice 112 from the target's base 8; 3) the green dietarget symbol prevents the target from making any attack for the rest ofthe turn; and 4) the black die target symbol allows the attacker to putthree more damage clicks on the target dial 24 of his choice if theattack is successful.

[0047] Color Shields: If the target has an accessory with a shieldsymbol 100, the target can ignore one click of damage each turn causedby a die 112 of the matching color. If a click of damage is cancelledthis way, any extra damage effect caused by that die 112 is alsocancelled.

[0048] Tabletop Terrain: Players are not required to use terrain whenfighting a battle, but adding terrain to the tabletop will make the gamemore challenging and interesting. Small pieces of furniture, small boxesor stacks of books can be used to represent terrain. Terrain blocksmovement and ranged attacks. Also, if the terrain is flat on top andlarge enough, action FIG. 4 can be moved up and onto it. Before the gamestarts, the first player can place one terrain item on the battlefield.Each player, in clockwise order around the playing surface, has theopportunity to do the same. A figure's move must stop as soon as itmoves onto or off of the top of a piece of terrain. An action FIG. 4that is above its target can add one to any attack it rolls.

[0049] The winner of the Standard Game is determined in the same waydescribed above for the Basic Game.

[0050] Various features of the invention are set forth in the followingclaims.

What is claimed is:
 1. An action figure for use in a game having rulesof play, the action figure comprising: a representational figure, thefigure having characteristics according to the rules of the game; andaccessories mountable on the figure, the accessories identifying how theaccessories modify the characteristics of the action figure in the game.2. The action figure of claim 1, wherein the action figure includes abase.
 3. The action figure of claim 2, wherein the base includes aself-contained record-keeping device, and wherein the record-keepingdevice adjustably displays variable information relating to the game. 4.The action figure of claim 3, wherein the variable informationidentifies the current status of the characteristics of the actionfigure, unmodified by the accessories.
 5. The action figure of claim 2,wherein the base includes multiple record-keeping devices, and whereinthe record-keeping devices selectively display variable informationrelating to the game.
 6. The action figure of claim 5, wherein thefigure includes multiple parts and wherein the multiple record-keepingdevices display variable information relating to the multiple parts ofthe figure.
 7. The action figure of claim 6, wherein each of themultiple parts of the figure corresponds to a separate one of themultiple record-keeping devices.
 8. The action figure of claim 7,wherein the multiple parts include a head, a torso, and arms.
 9. Theaction figure of claim 1, wherein the accessories include symbols, thesymbols identifying how the accessories modify the characteristics ofthe action figure.
 10. The action figure of claim 9, wherein the symbolsinclude a color.
 11. The action figure of claim 9, wherein the symbolsinclude a number.
 12. The action figure of claim 9, wherein the symbolscorrespond to a specific die shape.
 13. The action figure of claim 1,wherein the accessories include a weapon.
 14. The action figure of claim1, wherein the accessories include a shield.
 15. The action figure ofclaim 1, wherein the accessories include armor.
 16. An accessorymountable on an action figure for use in a game having rules of play,the action figure having characteristics according to the rules of play,the accessory comprising: information identifying how the accessorymodifies the characteristics of the action figure in the game.
 17. Theaccessory of claim 16, wherein the information includes a symbol. 18.The accessory of claim 17, wherein the symbol includes a color.
 19. Theaccessory of claim 17, wherein the symbol includes a number.
 20. Theaccessory of claim 17, wherein the symbol includes a die shape.
 21. Theaccessory of claim 16, wherein the accessory is shaped to resemble aweapon.
 22. The accessory of claim 16, wherein the accessory is shapedto resemble a shield.
 23. The accessory of claim 16, wherein theaccessory is shaped to resemble armor.
 24. A method for playing a game,the method comprising the acts of: providing an action figurerepresenting a character having characteristics; engaging the actionfigure in play following a set of rules; providing an accessory for usewith the action figure; and mounting the accessory on the action figure,the accessory indicating how the accessory modifies the characteristics.25. The method of claim 24, further comprising displaying information onthe action figure relating to the characteristics of the character. 26.The method of claim 25, further comprising varying the informationdisplayed on the action figure.
 27. The method of claim 26, whereinvarying the information displayed on the action figure includes changingthe current status of the characteristics during game play.
 28. Themethod of claim 25, wherein providing an action figure includesproviding an action figure that includes a self-contained record-keepingdevice that selectively displays the varied information on the actionfigure.
 29. The method of claim 28, wherein providing an action figureincludes providing an action figure having multiple parts and multiplerecord-keeping devices that selectively display varied informationrelating to multiple parts of the action figure.
 30. The method of claim29, wherein displaying the information includes displaying informationrelating to the multiple parts of the action figure.
 31. The method ofclaim 30, wherein displaying the information includes displayinginformation relating to a head, a torso, and arms.
 32. The method ofclaim 24, wherein mounting the accessory includes mounting a weapon onthe action figure.
 33. The method of claim 24, wherein mounting theaccessory includes mounting a shield on the action figure.
 34. Themethod of claim 24, wherein mounting the accessory includes mountingarmor on the action figure.